Immortal

The Immortal is the anti-armor unit of the Protoss in StarCraft 2. The Immortal does immense (50) damage to armored units and has 'hardened shields' which are shields that will reduce any incoming damage that is greater than 10 to 10. This is very effective against anti-armor units and high damage dealing units such as Marauders, Thors, Tanks and Roaches. The Immortal, however, is a slightly slower unit and only has a range of 5 so you must be careful with it as it is expensive and can easily be overwhelmed by smaller, faster units. Check out the strategies and videos on the right for tips on using the Immortal. The Immortal is a Ranged Assault Support and has a unit type of Armored - Mechanical.

[The Good]

[The Bad]

Strengths

Weaknesses

Great for destroying land armored units, Great vs. High Damage Units (Tanks, Thor's, Colossus) with absorption shield

Air to Ground and quick surrounding melee units will take down Immortals quickly

Good vs

Bad vs

Marauders, Tanks, Thor's, Stalkers, Colossus and Roaches

Air to Ground Units, Marines, Zealots, Zerglings, Hydralisks

Hard Counters

Hard Countered

Terran: Marauder, Tanks, ThorProtoss: StalkersZerg: Roaches

Air to Ground Units

[Cost]

Minerals

Vespene

Supply

Build Time

Sight

250

100

4

55

9

[The Basic]

Health/Shield

Armor

Energy

Movement

200 (100)

1

2.25

[Ground Attack: ]

Damage

Speed

Range

Ground DPS

Attack Info

1x20 (+2) vs Normal1x50 (+5) vs Armored

1.45

5

13.8 vs Normal34.5 vs Armored

[No Air Attack]

Abilities

[repair]

Hotkey: (R)

Repair can be used on Terran structures as well as all units produced from the Factory and the Starport.

Type:

Auto-Cast

Range:

1

[Gather]

Hotkey: (G)

Gathers minerals and vespene.

Type:

Command

Range:

1

[Build Structure]

Hotkey: (B)

Build Structure is used to construct basic Terran structures. Basic Structures are the pre-requisite for advanced structures as well as some other basic structures.

Type:

Command

[Build Advanced Structure]

Hotkey: (V)

Build Advanced Structure is used to construct advanced structures. These structures require certain basic structures to be built as well as potentially other advanced structures or upgrades.

Type:

Command

Requires:

Barrack

[Stimpack]

Hotkey: (T)

Marines and Marauders acquire stimpack ability. Stimpack increases attack and movement speed of the unit at the cost of life. -10 HP / - 20 HP to Marines and Marauders respectively.

Type:

Command

Requires:

Tech Lab

[Jet Pack]

Allows Reaper's to jump up and down cliffs.

Type:

Passive

[Sniper round]

Hotkey: (R)

A careful shot dealing 45 damage. Ignores armor.

Type:

Command

Damage:

45

Range:

20

[Cloak]

Hotkey: (C)

Cloaks the Ghost, preventing enemy units from seeing or attack it. A cloaked unit will only be revealed by detector units or effects. Drains .9energy per second

Type:

Command

Requires:

Ghost Academy

[Tactical Nuke]

Hotkey: (N)

Calls down a Nuclear Strike with a radius of 8 at a target location. Nukes take 20 seconds to land.

Type:

Channeled

Requires:

Ghost Academy

Damage:

300 (+200 vs buildings)

Range:

10

Radius:

8

[EMP Round]

Hotkey: (E)

Creates an electromagnetic pulse that does 100 damage to shields and drains all energy from units in a targeted area. Cloaked units hit by EMP are revealed for a short time.

Type:

Command

Requires:

EMP Round

Damage:

Destroy 100 shields and all energy

Range:

10

Radius:

2

[Siege Mode]

Hotkey: (E)

Deploys into Siege Mode. In this mode Siege Tanks have a very long range and inflict area damage. Siege Tanks in this mode cannot move or attack targets at close range.

Type:

Command

Requires:

Siege Tech

Cast Time:

4

[Tank Mode]

Hotkey: (D)

Reverts into Tank Mode. In this mode Siege Tanks can move, but they deal less damage.

Type:

Command

Cast Time:

4

[250mm Strike Cannons]

Hotkey: (C)

Fires at a single unit or structure, stunning the target and dealing 500 damage over 6 seconds.

Type:

Channeled

Requires:

250mm Strike Cannons

Cast Time:

6

Damage:

500

Range:

7

[Fighter Mode]

Hotkey: (E)

Transforms the Viking into Fighter Mode. In this mode Vikings fly, but they can only attack air targets.

Type:

Command

Cast Time:

3

[Assault Mode]

Hotkey: (D)

Transforms the Viking to Assault Mode. In this mode Vikings move on the ground and can only attack ground targets.

Type:

Command

Cast Time:

3

Upgrades

[Infantry Weapons]

Hotkey: (W)

Upgrades the damage dealt by infrantry units. 3 Levels

Requries

Engineering Bay

Vespene

100/175/250

Duration

160/190/220

[Infantry Armor]

Hotkey: (A)

Upgrades the armor of infantry units. 3 Levels

Requries

Engineering Bay

Vespene

100/175/250

Duration

160/190/220

[Combat Shield]

Hotkey: (C)

Marines gains +10 HP

Requries

Barracks, Tech lab

[Concussive Shells]

Hotkey: (C)

Targets hit by the marauder are temporaily slowed by 50%. Massive units are immune.

Requries

Barracks, Tech Lab

[Nitro Packs]

Hotkey: (N)

Increases the movement speed of Reapers.

Requries

Barracks, Tech lab

[Meobius Reactor]

Hotkey: (m)

Increases the starting energy of Ghosts by 25

Requries

Ghost Academy

Vespene

100

Duration

80

[Personal Cloaking]

Hotkey: (C)

Enables Ghosts to use the Cloak abilty. Cloak renders a unit invisible to enemies unless revealed by detector units or effects.

Requries

Ghost Academy

Vespene

150

Duration

120

[Infernal Pre-Igniter]

Hotkey: (I)

Improves the Hellion's flame thrower to give +10 damage vs. Light.

Requries

Factory, Tech Lab

Vespene

150

Duration

110

[Siege Tech]

Hotkey: (S)

Enables Siege Tanks to deploy into Siege Mode. While in Siege Mode, Siege Tanks have significantly increased range and damage, but cannot move.